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A tile is the primary building block of a map in RPG in a Box. Tiles are typically used to construct the ground, buildings, and other structures/architecture, and can be independently placed at any XYZ coordinate within the map. A tile's coordinate is unique among other tiles in the same map, as only one tile is permitted per XYZ coordinate. As the player character and NPCs move around the map, any tiles they step onto will act as terrain and determine the vertical positioning of the characters.
Refer to the table below for a list of tile properties that can be accessed from a script. If the property's value can be changed using an assignment statement, it will be noted in the description.
Property | Description |
---|---|
<tile>.id | Entity ID of the tile, as set in the Map Editor from the Entity Properties panel. This can be used to either retrieve or change the ID of the tile. |
<tile>.type | Type of entity, in this case the constant value TILE. |
<tile>.coord | Coordinate of the tile. |
<tile>.direction | Cardinal direction (NORTH, SOUTH, WEST, EAST) in which the tile is rotated. The default direction of an entity is SOUTH. |
<tile>.objects | An array of objects currently occupying the tile, or null if there are none. |
<tile>.characters | An array of characters currently occupying the tile, or null if there are none. |
<tile>.items | An array of items currently occupying the tile, or null if there are none (e.g. those dropped out of the player's inventory or placed via the Add Item To Tile function). |
<tile>.groups | An array of groups to which the tile is assigned. The array will be empty if the tile is not assigned to any groups. |
<tile>.tags | An array of tags (as strings) for the tile, as set in the Voxel Editor from the Model Properties panel. |
<tile>.interact_cursor | Interaction cursor for the tile, as set in the Map Editor from the Entity Properties panel. This can be used to either retrieve or change the interaction cursor for the tile. Valid values include “default”, “walk”, “interact”, “speak”, “attack”, or any custom cursor defined in your game configuration. |
<tile>.property[“x”] | Custom property stored on the tile, where “x” is a string containing the name of the property. This can be used to either retrieve or change the property's value. |
<tile>.model | Name of the tile's model (e.g. “grass”). |
<tile>.frame | Current animation frame (as a number, with the first frame being 1). This can be used to either retrieve or change the model's current frame. If this property is changed and an animation is playing, the animation will first be stopped. |
<tile>.animation | Name of the animation currently playing for this tile (as a string). Value will be null if no animation is playing. |
<tile>.animations | An array of animation names defined for this tile. The names will be string values. |
<tile>.attach_points | An array of attach point names defined for this tile (across all animation frames). The names will be string values. The array will be empty if no attach points are defined. |
<tile>.attachment[“x”] | Object attached to the tile, where “x” is the attach point ID. |
<tile>.effect[“x”] | Effect attached to the tile, where “x” is the attach point ID. |
<tile>.textures | An array of texture names defined for this tile. The names will be string values. |
<tile>.terrain_type | Terrain type assigned to the tile (as a string, or null if none is assigned). |
<tile>.waypoints | An array of waypoint names defined for this tile. This property will be null if the tile is not currently configured as a moving platform. |
<tile>.north_tile | Tile to the north of this tile (if one is connected via navigation, otherwise null is returned). |
<tile>.south_tile | Tile to the south of this tile (if one is connected via navigation, otherwise null is returned). |
<tile>.west_tile | Tile to the west of this tile (if one is connected via navigation, otherwise null is returned). |
<tile>.east_tile | Tile to the east of this tile (if one is connected via navigation, otherwise null is returned). |